We can already load a cubemap in PPV but there are 2 problems with this.
1. When we load a cube map into PPV’s Ambient slot it’s applied to the whole world, but we need it to work locally i.e outside and inside of the house need two different cube maps applied. And if we scale down the PPV radius and use many other PPVs throughout the level for the cube map to be applied locally it is very inefficient since we only need the Cube Map part of the whole PPV for this purpose. So we’d rather need to have an Ambient Cubemap entity that we can place around precisely like we do with Reflection Capture Spheres.
2. The ambient cubemap entity should generate a low res cube map of the environment it’s placed in so when it’s projecting that on the environment it’ll look very consistent.
I’d like to show how it’s done in Cryengine.
First an environment probe is placed locally (tens or hundreds of it throughout a game level like in Crysis 2/3).
Then when the user wants it generates a cube map based on the settings defined by the user. (The resolution is usually very low res since we don’t need details on the cubemap).
But in UE4 using tens or hundreds of PPVs just for the sake of loading different Cubemap isn’t appreciated by many on top of receiving an unnecessary performance hit, And also having to generate the cubemap with some manual process is too tedious and counter productive when dealing with so many of these. So this would be a worlds better if you could help us there by implementing/improving this cube map feature.